Caution, you're wobbling off thread. In a nutshell: experienced troops gain in ROF, some were getting 9 secs...they turned into invincibles, we agreed on a cap - 18 secs reload time.Is it OK to quote your own quote? Anyway, this begs the question: why is the rate of fire on the Sharps so slow? Is that to keep the unmounted cavalry from being too powerful? And I played the Buford scenario thinking I had a firepower advantage. Dummy me...Wouldn't the Sharps rifle have a higher rate of fire, say 10 seconds?
Looking into making mod to add a Gatling Gun.
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Re: Looking into making mod to add a Gatling Gun.
Last edited by RebBugler on Thu Jul 07, 2011 9:31 pm, edited 1 time in total.
Reason: fixed a goof
Reason: fixed a goof
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Re: Looking into making mod to add a Gatling Gun.
Thanks RB. I'll work on my thread discipline. :S
"Those in whose judgment I rely, tell me that I fought the battle splendidly and that it was a masterpiece of art.” - George McClellan to his wife describing the battle of Antietam
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Re: Looking into making mod to add a Gatling Gun.
And to think I thought the Bucktails were already invincible regardless of the 18 second load time...Caution, you're wobbling off thread. In a nutshell: experienced troops gain in ROF, some were getting 9 secs...they turned into invincibles, we agreed on a cap - 18 secs reload time.Is it OK to quote your own quote? Anyway, this begs the question: why is the rate of fire on the Sharps so slow? Is that to keep the unmounted cavalry from being too powerful? And I played the Buford scenario thinking I had a firepower advantage. Dummy me...Wouldn't the Sharps rifle have a higher rate of fire, say 10 seconds?
Re: Looking into making mod to add a Gatling Gun.
I made these modifications and the result is encouraging:
1) in artillery.csv for this gun (6lb_M1841_CSA) I modded the range and I left only canister ammunitions
6lb_M1841_CSA,IDS_ARSN_6lb_M1841_CSA,IDS_ARSN_Smoothbore,50,299,400,500,700,88.12430538,2,1,100,0,0,0,IDS_LONGSMOOTHBORE,IDS_AMMO_SB_Canister,IDS_AMMO_6lb_SB_Shell_CSA,IDS_AMMO_6lb_SB_Shrapnel_CSA,IDS_AMMO_6lb_SB_Solid
2) in munitions.csv I changed the canister ammo for the 6lb gun
IDS_AMMO_SB_Canister,,0,1,50,700,0.1,,,,,0.6,50,SFX_GAT_Fire
3) in sfx.csv I added the machine gun sound
Gatling,SFX_GAT_Fire,Machine_Gun3.wav,50,1000,1,0,0
4) in unitgfx.csv I made the fire animation much longer increasing the timing value
GFX_CSA_Art_01-3_Fire_Gun,CSA_Art_01-3_Fire_Gun.dds,128,128,,,1.36,CSA_H_Art_01-3_Fire_Gun.dds,256,256,,,0.68,16,7,1000,0
GFX_CSA_Art_02-3_Fire_Gun,CSA_Art_02-3_Fire_Gun.dds,128,128,,,1.36,CSA_H_Art_02-3_Fire_Gun.dds,256,256,,,0.68,16,7,1000,0
The result is a gun that fires only canister ammunitions with a range of 700 yards, making the sound of a machine gun and taking more time to fire than a normal gun. I think that with some more refinement and tests and with good animations it can be done something similar to the gatling gun.
Cheers
1) in artillery.csv for this gun (6lb_M1841_CSA) I modded the range and I left only canister ammunitions
6lb_M1841_CSA,IDS_ARSN_6lb_M1841_CSA,IDS_ARSN_Smoothbore,50,299,400,500,700,88.12430538,2,1,100,0,0,0,IDS_LONGSMOOTHBORE,IDS_AMMO_SB_Canister,IDS_AMMO_6lb_SB_Shell_CSA,IDS_AMMO_6lb_SB_Shrapnel_CSA,IDS_AMMO_6lb_SB_Solid
2) in munitions.csv I changed the canister ammo for the 6lb gun
IDS_AMMO_SB_Canister,,0,1,50,700,0.1,,,,,0.6,50,SFX_GAT_Fire
3) in sfx.csv I added the machine gun sound
Gatling,SFX_GAT_Fire,Machine_Gun3.wav,50,1000,1,0,0
4) in unitgfx.csv I made the fire animation much longer increasing the timing value
GFX_CSA_Art_01-3_Fire_Gun,CSA_Art_01-3_Fire_Gun.dds,128,128,,,1.36,CSA_H_Art_01-3_Fire_Gun.dds,256,256,,,0.68,16,7,1000,0
GFX_CSA_Art_02-3_Fire_Gun,CSA_Art_02-3_Fire_Gun.dds,128,128,,,1.36,CSA_H_Art_02-3_Fire_Gun.dds,256,256,,,0.68,16,7,1000,0
The result is a gun that fires only canister ammunitions with a range of 700 yards, making the sound of a machine gun and taking more time to fire than a normal gun. I think that with some more refinement and tests and with good animations it can be done something similar to the gatling gun.
Cheers
Last edited by alessillo on Fri Jul 08, 2011 5:08 pm, edited 1 time in total.
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Re: Looking into making mod to add a Gatling Gun.
Can you imagine a scenario where instead of finding Strong Vincent's brigade near LRT, G.K. Warren instead finds two gatling guns? I'd love to see how many rebs you could mow down having two of those guns at LRT with Hazlett's battery in support.
Having gatling guns in the Hornet's Nest at Shiloh would be a hell of a scenario as well.
Having gatling guns in the Hornet's Nest at Shiloh would be a hell of a scenario as well.
Last edited by Damned Black Hat on Fri Jul 08, 2011 7:02 pm, edited 1 time in total.
Re: Looking into making mod to add a Gatling Gun.
Gatling guns were mostly ineffective in combat due to there limited mobility- and only able to fire mainly in a straight line- once they were flanked they would be ineffective or fall into enemy hands. Flank attack a gatling gun and the gun's power is useless. I watched this discussion on History show- thanks- repeating rifle was/is the key to success etc. better weapons and technology- thanks That would be a neat mod- I would flank it 
